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FECS::Cmp.new('CurrentLevel', level: 0)
@current_level = FECS::Cmp::CurrentLevel.new
@levels = []
level0 = {
start: [0,0],
scissor_dimensions: [300,300],
#scissor_path: [],
end: [40,40,10,10],
walls: [
[250,250,250,150],
[350,200,50,350],
[70,470,200,200],
[350,200,50,350],
[470,470,200,200]
],
}
@levels.push(level0)
FECS::Sys.new('ConstructLevel') do
# use current_level component to know which level from levels array to load
# create entities e.g. walls
# set properties for scissor box
# set properties for end goal zone
# move player to start
end
FECS::Sys.new('DestroyLevel') do
# delete all level specific entities and their components
# dont delete entities that carry over to next level
end
# changing the level will destroy the current level and set up the next one
FECS::Sys::ConstructLevel.trigger_when_is_changed(@current_level, :level)
FECS::Sys::DestroyLevel.trigger_when_is_changed(@current_level, :level)
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